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# sf2-damage-breakpoints.txt

a guest Jun 27th, 2011 640 Never
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1. --------------------------------------------------------------------------------
2.
3. sf2 breakpoints
4.
5. bp 07D844, 1, {printf "hit damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
6. bp 02C880, 1, {printf "wall throw damage: %d", d0 band ffff; g}
7. bp 02C8B0, 1, {printf "throw damage (A): %d", d0 band ffff; g}
8. bp 0032D6, 1, {printf "throw damage (B): %d", d4 band ffff; g}
9. bp 00304A, 1, {printf "hold damage: %d", d4 band ffff; g}
10. bp 02CB9A, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", d1 band ffff, pc+134, maincpu.ow@(pc+da); g}
11. bp 02CBE0, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+ee, maincpu.ow@(pc+94); g}
12. bp 02CBF0, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+de, maincpu.ow@(pc+84); g}
13. bp 003322, 1, {printf "throw dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
14.
15. sf2 random damage modifier tables for hits and throws
16. 0937EC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset \$000
17. 0937FC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
18. 09380C:  01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset \$020
19. 09381C:  02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
20. 09382C:  02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset \$040
21. 09383C:  02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
22. 09384C:  00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset \$060
23. 09385C:  00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
24. 09386C:  00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset \$080
25. 09387C:  00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
26. 09388C:  00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset \$0A0
27. 09389C:  F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
28. 0938AC:  00 00 00 00 00 00 00 00 00 00 00 0A 00 00 00 00 offset \$0C0
29. 0938BC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
30. 0938CC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset \$0E0
31. 0938DC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
32. 0938EC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset \$100
33. 0938FC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
34. 09390C:  18 18 18 18 18 18 14 14 14 14 14 10 10 10 10 10 offset \$120
35. 09391C:  0C 0C 0C 0C 0C 08 08 08 08 08 04 04 04 04 04 FD
36. 09392C:  00 18 00 30 00 48 00 60 00 78 00 90 00 A8 00 C0 offset \$140
37. 09393C:  00 D8 00 F0 01 08 01 20 01 20 01 5C 01 98 01 D4
38. 09394C:  01 20 02 10 02 4C 02 88 02 C4 03 00 03 3C 03 78 offset \$160
39. 09395C:  03 9C 03 C4 03 C8 03 F0 03 9C 04 18 04 40 04 68
40. 09396C:  04 90 04 B8 04 E0 05 08 05 18 05 2C 05 40 05 44 offset \$180
41. 09397C:  05 18 05 58 05 6C 05 80 05 94 05 A8 05 BC 05 D0
42. 09398C:  05 CC 06 14 06 5C 06 A4 05 CC 06 EC 07 34 07 7C offset \$1A0
43. 09399C:  07 C4 08 0C 08 54 08 9C 00 C0 00 FC 01 38 01 74
44. 0939AC:  00 C0 01 B0 01 EC 02 28 02 64 02 A0 02 DC 03 18 offset \$1C0
45. 0939BC:  08 B4 08 C4 08 D4 08 E4 08 B4 08 F4 08 F8 09 08
46. 0939CC:  09 18 09 28 09 38 09 48 09 40 09 D8 0A 70 0B 08 offset \$1E0
47. 0939DC:  09 40 0B A0 0C 38 0C 3C 0C D4 0D 6C 0E 04 0E 9C
48.
49. sf2 random dizzy modifier table for hits
50. 02CCCE:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
51. 02CCDE:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
52.
53. sf2 random dizzy modifier table for throws
54. 003358:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
55. 003368:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
56. --------------------------------------------------------------------------------
57.
58. sf2ce breakpoints
59.
60. bp 095566, 1, {printf "hit damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
61. bp 039BB0, 1, {printf "wall throw damage: %d", d0 band ffff; g}
62. bp 039BE6, 1, {printf "throw damage (A): %d", d0 band ffff; g}
63. bp 003814, 1, {printf "throw damage (B): %d", d4 band ffff; g}
64. bp 003516, 1, {printf "hold damage: %d", d4 band ffff; g}
65. bp 03D11C, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.pw@ff0b2c, a0, maincpu.ow@(pc-6); g}
66. bp 00385C, 1, {printf "throw dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
67.
68. sf2ce random damage modifier tables for hits and throws
69. 0AAE94:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset \$000
70. 0AAEA4:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
71. 0AAEB4:  01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset \$020
72. 0AAEC4:  02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
73. 0AAED4:  02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset \$040
74. 0AAEE4:  02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
75. 0AAEF4:  00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset \$060
76. 0AAF04:  00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
77. 0AAF14:  00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset \$080
78. 0AAF24:  00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
79. 0AAF34:  00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset \$0A0
80. 0AAF44:  F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
81. 0AAF54:  EF 08 FE EF 08 EF F4 EF 0D EF 0D 0D 0D 0D 0D FE offset \$0C0
82. 0AAF64:  EF FE EF 08 F4 0D EF 0D F4 EF 0D 0D EF FE 08 F4
83. 0AAF74:  FC F2 ED 0B FC ED 06 ED 0B ED 06 ED 06 0B ED F2 offset \$0E0
84. 0AAF84:  F2 0B 0B 0B ED 0B 0B 0B ED 06 FC ED 0B F2 FC ED
85. 0AAF94:  FD FD FF FD FD FF FD FD FD FE 01 FD FD 02 FE FD offset \$100
86. 0AAFA4:  FD 00 FD FD FD FD 00 FD FE FD FD FE FE FD FD FE
87. 0AAFB4:  FC FC FC FC FC FC 06 FC 0B FC FC FC FC FC FC FC offset \$120
88. 0AAFC4:  FC FC FC FC FC FC FC FC FC 06 FC FC FC FC FC FC
89. 0AAFD4:  18 18 18 18 18 18 14 14 14 14 14 10 10 10 10 10 offset \$140
90. 0AAFE4:  0C 0C 0C 0C 0C 08 08 08 08 08 04 04 04 04 04 11
91. 0AAFF4:  00 18 00 30 00 48 00 60 00 78 00 90 00 A8 00 C0 offset \$160
92. 0AB004:  00 D8 00 F0 01 08 01 20 01 20 01 5C 01 98 01 D4
93. 0AB014:  01 20 02 10 02 4C 02 88 02 C4 03 00 03 3C 03 78 offset \$180
94. 0AB024:  03 9C 03 C4 03 EC 04 14 03 9C 04 3C 04 64 04 8C
95. 0AB034:  04 B4 04 DC 05 04 05 2C 05 3C 05 50 05 64 05 78 offset \$1A0
96. 0AB044:  05 3C 05 8C 05 A0 05 B4 05 C8 05 DC 05 F0 06 04
97. 0AB054:  06 00 06 48 06 90 06 D8 06 00 07 20 07 68 07 B0 offset \$1C0
98. 0AB064:  07 F8 08 40 08 88 08 D0 00 C0 00 FC 01 38 01 74
99. 0AB074:  00 C0 01 B0 01 EC 02 28 02 64 02 A0 02 DC 03 18 offset \$1E0
100. 0AB084:  08 E8 08 F8 09 08 09 18 08 E8 09 28 09 38 09 48
101.
102. sf2ce random dizzy modifier table for hits
103. 03D186:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
104. 03D196:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
105.
106. sf2ce random dizzy modifier table for throws
107. 003892:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
108. 0038A2:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
109. --------------------------------------------------------------------------------
110.
111. sf2hf breakpoints
112.
113. bp 09C8D8, 1, {printf "hit damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
114. bp 015852, 1, {printf "wall throw damage: %d", d0 band ffff; g}
115. bp 015888, 1, {printf "throw damage: %d", d0 band ffff; g}
116. bp 0074A0, maincpu.pd@a7 != pc-b2, {printf "throw/hold damage: %d", d4 band ffff; g}
117. bp 084A6E, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.pw@ff0110, a0, maincpu.ow@(pc-6); g}
118. bp 00769E, 1, {printf "throw dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
119.
120. sf2hf random damage modifier tables for hits and throws
121. 0460F4:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset \$000
122. 046104:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
123. 046114:  01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset \$020
124. 046124:  02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
125. 046134:  02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset \$040
126. 046144:  02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
127. 046154:  00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset \$060
128. 046164:  00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
129. 046174:  00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset \$080
130. 046184:  00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
131. 046194:  00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset \$0A0
132. 0461A4:  F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
133. 0461B4:  EF 08 FE EF 08 EF F4 EF 0D EF 0D 0D 0D 0D 0D FE offset \$0C0
134. 0461C4:  EF FE EF 08 F4 0D EF 0D F4 EF 0D 0D EF FE 08 F4
135. 0461D4:  FC F2 ED 0B FC ED 06 ED 0B ED 06 ED 06 0B ED F2 offset \$0E0
136. 0461E4:  F2 0B 0B 0B ED 0B 0B 0B ED 06 FC ED 0B F2 FC ED
137. 0461F4:  FD FD FF FD FD FF FD FD FD FE 01 FD FD 02 FE FD offset \$100
138. 046204:  FD 00 FD FD FD FD 00 FD FE FD FD FE FE FD FD FE
139. 046214:  FC FC FC FC FC FC 06 FC 0B FC FC FC FC FC FC FC offset \$120
140. 046224:  FC FC FC FC FC FC FC FC FC 06 FC FC FC FC FC FC
141. 046234:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset \$140
142. 046244:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
143. 046254:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset \$160
144. 046264:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
145. 046274:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset \$180
146. 046284:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
147. 046294:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset \$1A0
148. 0462A4:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
149. 0462B4:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset \$1C0
150. 0462C4:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
151. 0462D4:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset \$1E0
152. 0462E4:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
153.
154. sf2hf random dizzy modifier table for hits
155. 084AD8:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
156. 084AE8:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
157.
158. sf2hf random dizzy modifier table for throws
159. 0076D4:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
160. 0076E4:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
161. --------------------------------------------------------------------------------
162.
163. ssf2 breakpoints
164.
165. bp 092978, 1, {printf "hit damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
166. bp 06D210, 1, {printf "wall throw damage: %d", d0 band ffff; g}
167. bp 06D246, 1, {printf "throw damage (A): %d", d0 band ffff; g}
168. bp 004488, 1, {printf "throw damage (B): %d", d4 band ffff; g}
169. bp 00467C, maincpu.pd@(a7+4) == pc+1fe, {printf "throw damage (C): %d", d4 band ffff; g}
170. bp 00474C, 1, {printf "cmd throw damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
171. bp 004534, 1, {printf "hold damage: %d", d4 band ffff; g}
172. bp 0712C8, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.pw@ff2610, a0, maincpu.ow@(pc-6); g}
173. bp 00495C, 1, {printf "throw dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+6C9D6, maincpu.ow@(pc+6C8F0); g}
174.
175. ssf2 random damage modifier tables for hits and throws
176. 0B40DE:  00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset \$000
177. 0B40EE:  00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
178. 0B40FE:  01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset \$020
179. 0B410E:  03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
180. 0B411E:  01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset \$040
181. 0B412E:  01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
182. 0B413E:  05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset \$060
183. 0B414E:  03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
184. 0B415E:  FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset \$080
185. 0B416E:  00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
186. 0B417E:  F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset \$0A0
187. 0B418E:  00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
188. 0B419E:  02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset \$0C0
189. 0B41AE:  00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
190. 0B41BE:  00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset \$0E0
191. 0B41CE:  03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
192. 0B41DE:  01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset \$100
193. 0B41EE:  02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
194. 0B41FE:  06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset \$120
195. 0B420E:  05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
196. 0B421E:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset \$140
197. 0B422E:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
198. 0B423E:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset \$160
199. 0B424E:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
200. 0B425E:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset \$180
201. 0B426E:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
202. 0B427E:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset \$1A0
203. 0B428E:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
204. 0B429E:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset \$1C0
205. 0B42AE:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
206. 0B42BE:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset \$1E0
207. 0B42CE:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
208.
209. ssf2 random dizzy modifier table for hits and throws
210. 071332:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
211. 071342:  FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
212. --------------------------------------------------------------------------------
213.
214. ssf2t breakpoints
215.
216. bp 0BEE64, 1, {printf "hit damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
217. bp 07AB38, 1, {printf "wall throw damage: %d", d0 band ffff; g}
218. bp 07AB6E, 1, {printf "throw damage (A): %d", d0 band ffff; g}
219. bp 004B10, maincpu.pd@(a7+4) == pc-224 or maincpu.pd@(a7+4) == pc+26a, {printf "throw damage (B): %d", d4 band ffff; g}
220. bp 004BCC, 1, {printf "cmd throw damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
221. bp 0049B0, 1, {printf "hold damage: %d", d4 band ffff; g}
222. bp 07F330, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.pw@ff28ec, a0, maincpu.ow@(pc-6); g}
223. bp 004F24, 1, {printf "throw dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+7A476, maincpu.ow@(pc+7A390); g}
224.
225. ssf2t random damage modifier tables for hits and throws
226. 0E7996:  00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset \$000
227. 0E79A6:  00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
228. 0E79B6:  01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset \$020
229. 0E79C6:  03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
230. 0E79D6:  01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset \$040
231. 0E79E6:  01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
232. 0E79F6:  05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset \$060
233. 0E7A06:  03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
234. 0E7A16:  FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset \$080
235. 0E7A26:  00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
236. 0E7A36:  F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset \$0A0
237. 0E7A46:  00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
238. 0E7A56:  02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset \$0C0
239. 0E7A66:  00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
240. 0E7A76:  00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset \$0E0
241. 0E7A86:  03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
242. 0E7A96:  01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset \$100
243. 0E7AA6:  02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
244. 0E7AB6:  06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset \$120
245. 0E7AC6:  05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
246. 0E7AD6:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset \$140
247. 0E7AE6:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
248. 0E7AF6:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset \$160
249. 0E7B06:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
250. 0E7B16:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset \$180
251. 0E7B26:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
252. 0E7B36:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset \$1A0
253. 0E7B46:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
254. 0E7B56:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset \$1C0
255. 0E7B66:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
256. 0E7B76:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset \$1E0
257. 0E7B86:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
258.
259. ssf2t random dizzy modifier table for hits and throws
260. 07F39A:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
261. 07F3AA:  FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
262. --------------------------------------------------------------------------------
263.
264. hsf2 breakpoints
265.
266. bp 0C2FE0, 1, {printf "hit damage: (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
267. bp 069240, 1, {printf "wall throw damage: %d", d0 band ffff; g}
268. bp 069278, 1, {printf "throw damage (A): %d", d0 band ffff; g}
269. bp 0049AE, 1, {printf "throw damage (B): %d", d4 band ffff; g}
270. bp 004BA6, maincpu.pd@(a7+4) == pc+272, {printf "cmd throw damage (A): %d", d4 band ffff; g}
271. bp 004C74, 1, {printf "cmd throw damage (B): (%d + randval@ \$(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
272. bp 004A52, 1, {printf "hold damage: %d", d4 band ffff; g}
273. bp 06D99A, 1, {printf "dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.pw@ff23d2, a0, maincpu.ow@(pc-6); g}
274. bp 004FD4, 1, {printf "throw dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+68A2A, maincpu.ow@(pc+6894A); g}
275. bp 06E87E, 1, {printf "CPS1 dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.pw@ff23d2, a0, maincpu.ow@(pc-6); g}
276. bp 00504C, 1, {printf "CPS1 throw dizzy: %d + randval@ \$(%06x + 00~%02x)", maincpu.ow@(pc+2), pc-28, maincpu.ow@(pc+12); g}
277.
278. hsf2 random damage modifier tables for hits and throws
279. 0E7CDC:  00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset \$000
280. 0E7CEC:  00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
281. 0E7CFC:  01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset \$020
282. 0E7D0C:  03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
283. 0E7D1C:  01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset \$040
284. 0E7D2C:  01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
285. 0E7D3C:  05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset \$060
286. 0E7D4C:  03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
287. 0E7D5C:  FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset \$080
288. 0E7D6C:  00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
289. 0E7D7C:  F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset \$0A0
290. 0E7D8C:  00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
291. 0E7D9C:  02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset \$0C0
292. 0E7DAC:  00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
293. 0E7DBC:  00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset \$0E0
294. 0E7DCC:  03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
295. 0E7DDC:  01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset \$100
296. 0E7DEC:  02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
297. 0E7DFC:  06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset \$120
298. 0E7E0C:  05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
299. 0E7E1C:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset \$140
300. 0E7E2C:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
301. 0E7E3C:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset \$160
302. 0E7E4C:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
303. 0E7E5C:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset \$180
304. 0E7E6C:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
305. 0E7E7C:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset \$1A0
306. 0E7E8C:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
307. 0E7E9C:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset \$1C0
308. 0E7EAC:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
309. 0E7EBC:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset \$1E0
310. 0E7ECC:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
311.
312. hsf2 random dizzy modifier table for hits and throws
313. 06D9FE:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
314. 06DA0E:  FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
315.
316. hsf2 random dizzy modifier table for hits (CPS1 chars)
317. 06E8E2:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
318. 06E8F2:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
319.
320. hsf2 random dizzy modifier table for throws (CPS1 chars, decrypted)
321. 005024:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
322. 005034:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
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